Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Errors? Omissions? Report them!
Counter-Stroke at Radekhiv
Fire in the Steppe #11
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 11th Panzer Division
Soviet Union 10th Tank Division
Display
Balance:



Overall balance chart for FitS011
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-23
Start Time 15:00
Turn Count 24
Visibility Day
Counters 151
Net Morale 0
Net Initiative 1
Maps 4: 1, 4, 6, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 189
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Terrain Mods
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Armed with Lysenko's report of German tanks just outside Radekhiv, Maj. Gen. Sergei Y. Ogurtsov of 10th Tank Division hoped to fling his entire formation at them in a mass attack. One of his two tank regiments did not reach its assembly area on time, held up by German air attacks, and Ogurtsov decided not to wait for it and expose the rest of his division to the same treatment. Tenth Tank Division had undergone extensive large-unit training for just such an opportunity, but their commander eschewed maneuver and flung them into a brutal frontal assault.

Conclusion

The Soviets had numbers on their side and a marked superiority in armor quality. But they attacked in waves, aiming their tanks directly into the teeth of German defenses including 88mm anti-aircraft guns deployed in a ground role. The attack broke up and the Soviets left dozens of destroyed tanks behind. Exact losses are hard to determine, as it's unclear if Lysenko's task force from 32nd Tank Division was also present and the Germans may have included tanks destroyed in the morning battle in their claims. Whatever the exact result, 10th Tank Division had suffered a serious setback, made worse over the next few days as higher commands sent contradictory orders causing the division to wander aimlessly across the battlefield constantly losing tanks to mechanical breakdowns and air attacks.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
  • Towed
Luftwaffe
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (6)

6 Errata Items
Scen 11

The scenario calls for 5 T-28 units for the Soviets. There are only 4 in the counter mix.

(J6A on 2019 Apr 12)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

#11 - Counter-Stroke at Radekhiv
Author Juiceman
Method Solo
Victor Germany
Play Date 2023-03-01
Language English
Scenario FitS011

On paper this is a four map scenario but in reality you fight on only two maps, 1-4, the other two I removed as they were not needed (6-8). Set up for the defenders, the Germans, is in and around the town on map 4, depending on who you are playing against, yourself or a partner, determines when the Soviet player finds out his objective for the scenario on turn 8 or 6 respectfully. Regardless which VC is drawn the town is the center of the action.

As expected, the German Flak 88s were the key to the German win even though they were hot, then cold, then hot again throughout the battle (dice rolls). The Soviets tried in vain to KO the two 88 batteries but were only able to suppress one of them for a short time. In the end the Soviets were not able to gain control of or contest more town hexes than the Germans.

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